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The Legend of Zelda: The Minish Cap Review

GameBoy Advance Review by Tom Bramwell

18 November, 2004

Du-du-da-DA! It all comes down to that. Every time you encounter that symbolic fanfare, you've just found something worth cheering. You hear it a lot. And the journey to each salute is deliberately meandering and reliant on your constant adjustment to circumstances. That's the magic of the Zelda series; each game carries you along on a wave of minor victories and the creeping desire to make sure you've pulled back every curtain. The Minish Cap is no different. It strikes exactly the right balance between all the essential elements of a Zelda adventure, introducing a few suitably diverse new fundamentals in the process and bedding them in successfully, and it looks, sounds and handles exactly as you'd presume from what is slightly surprisingly the Game Boy Advance's first "proper" single player Zelda game.

A Link To The Past

'The Legend of Zelda: The Minish Cap' Screenshot 1

There are a few drawbacks, but we'll get to those later. In the meantime, here's the setup: Link - the prepubescent, Wind Waker-esque Link - wakes to find himself escorting his longstanding friend Princess Zelda to a festival that marks the hundredth anniversary of the last time the "Picori" were seen by the locals. Unfortunately, the centrepiece of the festival happens to backfire rather spectacularly when the finest swordsman of the day shatters rather than coveting the sacred Picori Blade he's fought for the honour of touching - spreading evil throughout the land - before turning the Princess into solid stone and vanishing in a puff of smoke.

Naturally Link is enlisted to save the day. At which point the game arrives and you, as a Zelda fan, know what to do. Gradually you start opening up sections of Link's top-down world as you wander around, talk to relevant people and gain the relevant equipment to disentangle the mesh of locked doors and blocked paths that bar your progress. All the while you're constantly exploring every nook and cranny, making a note of locked doors and distinctly crumbly walls for later when you may have the tools to deal with them, tinkering with the lay of the land through switches, block-pushing and other logic puzzles, and gathering things like heart pieces, hauls of rupees, specialist tools, extra munitions, "mysterious shells" and "kinstone" pieces - which, once "fused" with particular kinstones in the possession of other characters in the game world, will often open the path to various other uncharted caves. More grottos full of treats. More du-du-da-DAs!

And, most significantly, at intervals it gives you the satisfaction of tackling vintage Zelda dungeons - where you'll gradually explore subterranean labyrinths riddled with finely tuned puzzles, which leave you with an afterglow of warm satisfaction and admiration for the minds that dreamt up such cunning and seamless conundrums. Like a big barrel you're meant to pass through with two visible doors and four sets of steps leading down to it, which you discover you can rotate to change where the openings align. The Minish Cap doesn't shirk its responsibility to the series' fine reputation in this department; its dungeons draw gently on a wide variety of skills and tools along a squirrelly path that quickly satisfies the various criteria that make Zelda dungeons so unmistakable. The bosses are sometimes guilty of chasing the chess-like dungeons down with a noughts and crosses mixer, capitulating to strategies you dreamt up in scant seconds, but on the whole the experience is intoxicating in all the right ways.

The Borrowers

'The Legend of Zelda: The Minish Cap' Screenshot 2

The progression of the story is such that before long you're in league with the Picori, a pixie-like race no taller than a couple of matchboxes - at least compared to our doughty young lead. This is all thanks to the introduction of an odd-looking green chap called Ezlo who perches on your head, helps you on your quest, and teaches you how to shrink yourself down to almost nothing. Using various portals - generally distinctive tree stumps - you can shrink down or grow back to normal size, and dungeons and general exploration rely on this shift in dimensions. It's not quite the yin-yang genius of A Link To The Past's twin light and dark realms, but it does supplement Link' existing disciplines in a manner that carves out new and unexpected pathways - and the developer explores its potential shrewdly.

Other new elements, some borrowed from other Zelda games like The Wind Waker, and a number of old favourites, continue to present themselves over the course of the game, subtly widening the criteria in your search for puzzle solutions and allowing you to make more of the lands you've already explored. Apart from your swords - for which you'll gradually accumulate more attacking techniques over the course of the game - and your trusty shield, there are bombs, bottles, boomerangs and the like to rediscover, and there are welcome additions like an item that allows you to climb certain cliff faces, one that sucks objects toward Link like a vacuum cleaner, and when you encounter spinning vortexes you can even use your Minish Cap as a makeshift parachute to help guide you beyond a geographical impasse.

But it's the interplay between various disciplines, alongside the slow-burning build-up and gradual accumulation of items, that makes The Minish Cap so satisfying. The sudden contemplation of what else you've encountered that might open up in the face of your latest discovery, and that equally impulsive urge to act on anything that comes to mind. Like when you discover the ability to clone yourself for a short time, doubling your strength and allowing you to hit multiple switches simultaneously, and then remember that cave or this house or that room in that place where it might apply. There are suddenly more veils to lift and fanfares to bask in. Most events and discoveries are similarly influential in ways that subtly reveal themselves in time.

Efficient

'The Legend of Zelda: The Minish Cap' Screenshot 3

Happily, in delivering this latest take on the series' classic formula, the developers have made few technical or mechanical mistakes. Control is intuitive - you bind items to A and B on your inventory screen and the right trigger is a context-sensitive action button - while all the menus and the process of navigating them is efficient and justly unobtrusive. Meanwhile the minds beneath the Cap haven't been brave enough to deviate too often from the audio template laid out by previous Zeldas - so much so that you'll hear retouched tunes from Ocarina of Time, Majora's Mask, Wind Waker and others more often than you'll hear new music - even going so far as to draw on the bank of characters "voices" employed in recent Zeldas, but the visuals fall somewhere between the strong lines and cartoon-like simplicity of the 16-bit Link To The Past and the evolving face of the series' recent offerings.

Animation and character design is smooth and endearing and the themed areas of the world are detailed and distinctive, whether it's the misty dew-soaked woods in the east or the searing peak of the mountain to the northwest, with its tumbling boulders and tangibly sweltering mines. Or even the carnival atmosphere of the town square in the centre of the world map, with its many stalls, shops and houses with domed, pock-marked roofs that perch atop elaborate exteriors like marzipan beanie hats. If the goal was to find a middle ground between the recognisable lines of the peak of Zelda's top-down offerings and the strikingly stylised efforts of The Wind Waker, then the artists deserve their own du-du-da-DA! and a hearty pat on the back - which symbolically gives them the power to collect beer in jars or somesuch and then harvest kebabs.

Buuut, and we did warn you about this, there are drawbacks. In terms of what's on offer, they are few and forgivable - occasionally having your view obscured standing behind something by the perspective, not always getting the chance to reset puzzle pieces like pots and boulders easily (walking into and out of a room isn't often hard, but having to run a gauntlet of giant raindrops and bug-like monsters and then catapult yourself across a gorge because you accidentally rolled a boulder into a cul-de-sac seems a bit excessive), and sometimes having to traipse rather aimlessly because the map detail is a bit fuzzy spring to mind - but the biggest problem isn't to do with the game content, it's to do with the game length. It's too short.

Doff Cap

Hopefully we can get away with sidestepping the whole debate about how long a game really ought to be. It is somewhat subjective, and The Minish Cap is a gem for as long as it does sparkle unsolved in your cartridge slot, but given the length of previous Zeldas this one could come as something of a shock. We know people who have completed it in one day, and they weren't passing up the chance to smash the odd wall or solve the riddle of an unreachable treasure chest, either.

But then every wave has to splash down sometime, and while you're riding this one it's as pleasurable an experience as you could hope for. The formula remains the same but the experience is just as essential as ever - and every attempt to nudge it in a slightly new direction comes off without a hitch. If you can accept that it won't last you as long as you might like, then your quest is clear: leave no stone unturned in your search for this game, and then leave none of its stones unturned either.

9/10

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Comments: 1-36 of 36 in total

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Shinzou
18/11/04 @ 09:44
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Sounds good and you can buy it with a nice gold sp too. Hmmm you know you should just wait for the ds but..........
harts
18/11/04 @ 09:45
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I'm glad I'm not the only one who thinks it's too short. I've even put it to the side for the moment (there's a Pikmin2 to finish), because I don't want it to end too soon.
Near perfect game though, apart from the figurine collecting bit.
Blerk
18/11/04 @ 09:59
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This game is utterly fantastic. I was up until half-two last night playing it - I just couldn't put it down. If the battery warning light hadn't come on I might still have been there now.
Dant
18/11/04 @ 10:06
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If the postman wasn`t so dam useless I would be playing the game now. I saw him coming to our house, he got out of the van, got back in and drove away again.
Stupid Royal Mail
Tiger_Walts
18/11/04 @ 10:08
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Cons

The world is smaller than LttP. Hints are practically non-existant.


Pros

It's a Zelda game, there are too many to list.



When you get a new item/skill you never know what other uses it has aside from the obvious. Usually you discover these uses by accident or through the desperation of trying all items on everything when when you get stuck. It's also a little slow until you start getting the special items.

Overall it's a great game but so far it doesn't even touch LttP.
bionutz
18/11/04 @ 10:46
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So Tom, is it better than A Link to the Past?
kdsh7
18/11/04 @ 10:54
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I'm loving this - but you're right TigerW, there are less hints and bombable areas are less obvious.

You have got an 'instant hint' option of sorts though - pressing select gets your hat talking.
Mugwum [staff]
18/11/04 @ 10:55
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I probably won't remember it as fondly, but it can be just as charming and ingenious while it lasts.
Tiger_Walts
18/11/04 @ 11:10
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Eklo's hints are usually the blindingly obvious and are usually not location dependant. So when you get stuck but know you are at the spot you should be, he just says the same thing.
Psi
18/11/04 @ 11:10
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lttp is one of the greatest games ever, will be playing this as soon as i can get through my backlog of games....

....the list is long.... I'm taking 3 weeks or so over xmas tho so with some solid overtime I may be able to clear the intray
binky
18/11/04 @ 11:33
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/adds to xmas list
chappers
18/11/04 @ 12:17
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How short is short?
Zero Beat
18/11/04 @ 12:28
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I wish I knew how to build the last bloody house. My only major complaint with the game is that you can seemingly miss some upgrades. Don't worry about people disappearing so you can't fuse Kinstones with them anymore, the fusion just jumps to another NPC. The same can't be said of that last house though, at the end of the game there's seemingly no way to build it anymore, if you even could before the town 'changes'.

As for bombable walls, I really liked Links Awakening's because they're so subtle. All of ALTTP's and Wind Wakers Walls are stupidly obvious so you get little satisfaction from finding them. The Minish Cap has a mixture of obvious can't miss them Wind Waker style ones and completely invisible one's that are marked with two objects either side of the square you need to bomb. And of course the sword chink.

chink-chink-chink-chink-chink-woobelrrrrrrrr!
Edited 1 times, most recently on 18/11/04 @ 15:49
Suttieb
18/11/04 @ 12:29
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Woohoo

/Gives that damn Leisure Suit Larry Pop Up the Finger....
Edited 1 times, most recently on 18/11/04 @ 12:30
McBain
18/11/04 @ 12:35
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With the fiasco of waiting all-hours for Steam to wake up, thank god I had Minish Cap on hand! It's great so far, Bionut - it's got exactly the same feel as Link to the Past (a game I loved on both SNES and GBA). I'm only through the first dungeon so far, but the feeling of adventure coupled with the ol' Zelda themes and jingles are making it a joy to play.
Galvanizer
18/11/04 @ 13:00
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Zelda is the best RPG ever!!
DaM
18/11/04 @ 13:16
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What a well crafted insight...
Nemesis
18/11/04 @ 13:17
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Woo!

I was trading in some stuff last night and grabbed this one on impulse. Will suit me for the train journey in; will see what it's like tonight.

Good review !
trump
18/11/04 @ 13:47
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decent game, but i'd say its my least favourite gameboy zelda
too short and not as enjoyable as the others, though i do think this has something to do with the number of zelda games ive played
Killerbee
18/11/04 @ 17:54
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Definitely sounds good and one to go on my ever increasing Xmas list I think.

/resolves to spend more time GBA gaming
twinbee
18/11/04 @ 22:56
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"I wish I knew how to build the last bloody house."

At the moment nobody knows. Which is odd since that leaves one girl homeless...

I like the lack of hints; the only time I had a problem was early on in the game when you had to be in a certain place to trigger an event. Also this game is closer to Oracle of Seasons than Link to the Past.
Razz
19/11/04 @ 00:32
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I farted in excitement
Sonance
19/11/04 @ 06:47
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I'm really enjoying this so far, but knowing that there are only five dungeons (nearly half the number Seasons/Ages have) has made me careful to avoid rushing through it.

I'm currently up to the third dungeon. There hasn't been anything too challenging yet. The puzzles seem to be easier than previous Zelda handheld titles. Although having said that, some of the bombable walls can easily be overlooked. Some have the telltale cracks in them whereas others (usually ones that are important to your progression) look no different from regular walls.

Graphics are great -- Capcom have beautifully captured the look and feel of Wind Waker within the sprites, animation and backdrops. Sound and music are also top notch, although like Tom said the music is mostly recycled from previous games with very little in the way of new tunes.

Still, it's great to have an exclusive Zelda game on the GBA. It'll be a pity if I finish it this weekend, but I'll certainly have enjoyed the experience. Here's hoping we don't have to wait too long for another Zelda handheld experience, be it on the GBA or DS.
Dant
19/11/04 @ 10:24
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I`ve been playing this game pretty much non-stop for the past day. It`s pure Zelda genious, I had never played a GBA Zelda before but purchased this because of the good reviews. It`s pure genious, it`s up there with Advance Wars as the best game on the GBA.

I disagree with the ppl saying the map is too small, if the map were any bigger it would be pretty easy to get lost. I think its just the right size.
Galvanizer
19/11/04 @ 14:47
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The US version is meant to have WAY more features.

Is this true?
Zero Beat
19/11/04 @ 17:49
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I don't think anyone said the map was too small, just the game is in general. Still, I think even though Link's Awakening's overworld is split into loads of little squares giving the impression of being massive, it's still over double the size of The Minish Cap's overworld.
Nemesis
23/11/04 @ 00:07
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Well, this gets the thumbs up from me. Played 2 hours of it today on the journey into work and it's excellent. Graphics are top notch and I'm really enjoying it.
Blerk
23/11/04 @ 08:33
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I don't know where all this 'it's too short' business is coming from. I've been playing it for bloody aaaaaaaaaaages now and I've still not finished with it. Are you lot ignoring all the Kinstone pieces and other 'non-essential' stuff, or what?
Lutz [mod]
23/11/04 @ 08:48
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Blerk: How much time do you reckon you've put into it?
Blerk
23/11/04 @ 08:58
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/thinks

At least 15 hours. Probably more. I've still got two squares of the map 'greyed out' because I haven't even been into them yet. I can feel I'm getting towards the end, but I certainly wouldn't say that it's a 'short' game. There don't seem to be as many dungeons as LttP, but there's far more to do 'overground' than there was in that game.
Blerk
25/11/04 @ 09:11
#31
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About 20 hours in now and still not finished. I still don't see why everyone thinks it's 'short'. It is a bit on the easy side, though. otto would love it!
Hicksy
02/12/04 @ 13:42
#32
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i am loving this game!

it's great! really made me appreciate my gba again which is a great thing : )
Blerk
02/12/04 @ 13:48
#33
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Up to the last boss now. Proving trickier than the rest of the game put together!

I shall beat him, though. I'd have gotten him last time if I'd figured out how to beat his second-to-last form more quickly.
Blerk
07/12/04 @ 11:41
#34
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From a fucking shop, you miserable pirating bastard.
Galvanizer
07/12/04 @ 12:04
#35
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I agree Blerk!

Go buy the game nachox!
Masness
07/02/05 @ 01:25
#36
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the game it's great!
really great!
the attack and defend is cool and the sacred "S..."
I'm Cofusend sorry" ^.^

Comments: 1-36 of 36 in total

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